World War One

To win you must advance, but you lose when you advance. Winner is really the last country with manpower left. After playing, students should feel incredibly frustrated…simulates feelings of officers of WW1 very well.

Days of Decision

First edition tends to be directly tied with the World in Flames boardgame (making it harder to implement). This gives a good overview of the buildup to war, but requires some tinkering for classroom use.

Iron and Fire

This requires one of two things–>money to purchase ship miniatures -OR- time, which can be used to xerox/create ship silhouettes. For a classroom budget, silhouettes are probably more efficient, and students could even be assigned creating the silhouettes, researching ships, etc. before playing. For an added twist, anyone who has a ship sunk has to have their assignment torn up! This recreates hesitation at throwing ships in to battle willy-nilly and creates a very realistic hesitation.

Road to Osaka

The rules are ok while the supplements have good information on Japan’s feudal system. The advantage is the rules are simple. The disadvantage is that it requires having little figurines (although using Risk pieces work).

Pendragon Role-Playing

Best use would be to research Arthurian values, etc. and let students create knights based on those values following this up with an adventure of their own. Pendragon is very thorough and true to Arthurian legends and medieval culture. It is a lot of work to use this, but it also has a correspondingly big payoff if successful. Good to use with “Le Morte d’Artur” or “The Green Knight”